Ensign Redshirt
From CMC Wiki
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Card Stats
| Card number 869 | ||
| << 868 | 870 >> | ||
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Card Details
- Ensign Redshirt (usually shortened to Redshirt) is the ideal 'meatshield' for your other, more valuable monsters.
- Decoying protects your other monsters from monster destruction and sniping, although the Redshirt will rarely survive more than a single hit.
- Its combat ability is very powerful. At the cost of throwing away a
2
2 monster, all of your monsters get a turn of combat in which they sustain no damage.
- While Ensign Redshirt's protection kicks in before combat damage, it is destroyed afterwards. It still deals its damage to its attacker or defender (even if they have Quick Hit, as they aren't able to kill the Redshirt by combat damage).
- Note that the combat ability won't trigger if Redshirt dies from the likes of Mountain Range, Skeletal Archer or traps.
- It is common to use just a single, weak monster to directly attack a newly played opponent's Redshirt if able, to prevent it from making use of its ability. This direct attack can be very hard to stop due to the Decoying.
- The Allying helps power the abilities of other monsters. Redshirt is also the only monster to have Allying, but no ability with a requirement for it.
- The card is a reference to the cannon-fodder redshirts of Star Trek.
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Card History
- Oct 20th, 2006: Card released in Mechanical Chaos.
- Aug 18th, 2007: Card fixed to have Quick Hit and "damages a monster" abilities not trigger when zero damage is dealt due to "takes no damage until end of turn" ability.
- Aug 24th, 2011: Lost Unique.
Categories: Card | Monster | Soldier | Allying | Dark | Light | Dark-Light | Mechanical Chaos

